/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayTagResponseTable.h
For example, "for every count of "Status.Haste" I get 1 level of GE_Response_Haste. This class facilitates building this table and automatically registering and responding to tag events on the ability system component.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGameplayTagReponseTable : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)
TArray<FGamepl...
Entries
float
LastASCPurgeTime
FGameplayEffect...
Query
Temporary structs to avoid extra heap allocations every time we recalculate tag count
TMap<TWeakObje...
RegisteredASCs